Anarchy Archer Conclave
Anarchy Archer Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Anarchy
Archer Spells table. The spell counts as a ranger spell for
you, but it doesn’t count against the number of ranger spells
you know.
Anarcy Archer Spells
Ranger Level Spells
3rd burning hands
5th mind spike
9th fireball
13th phantasmal killer
17th flame strike
Magical Prowess
When you choose this subclass at 3rd level, you gain
proficiency in the Arcana skill if you don't already have it. If
you do, you may choose to gain proficiency in another skill on
the Ranger skill list.
Spell Bow
When you choose this subclass at 3rd level, you can
transform one ranged weapon into a weapon of political
abolishment. You can transform one ranged weapon into your
Spell Bow by performing a special ritual while you hold the
weapon. You perform the ritual over the course of 1 hour,
which can be done during a short rest. You can then dismiss
the weapon, shunting it into an extradimensional space, and
it appears whenever you create your pact weapon thereafter.
You can’t affect an artifact or a sentient weapon in this way.
The weapon ceases being your Spell Bow if you die, if you
perform the 1 hour ritual on a different weapon, or if you use
a 1 hour ritual to break your bond to it.
As a bonus action, you can summon your Spell Bow into
your hands, provided the required hands are free.
Your Spell Bow disappears if it is more than 5 feet away
from you for 1 minute or more. It also disappears if you use
this feature again, if you dismiss the weapon (no action
required), or if you die
Arcane Ammunition
At 3rd level, you can channel magic into the form of
ammunition that can be shot through your Spell Bow. On
your turn, you can use an action to cast a spell through your
Spell Bow. Spells that can be cast through your Spell Bow
must meet the following criteria and includes an example
spell that can't be used:
The spell must not require a melee attack role of any kind
(inflict wounds)
The spell must not only have a range of self, it must also
include an area of affect (hail of thorns)
The spell must have a casting time of 1 action (hunter's
mark)
The spell must not directly target several creatures (bane)
When you cast a spell through your Spell Bow, the act of
drawing or loading it functions as Somatic components and
the Spell Bow functions as a spellcasting focus for material
components.
Spells that have an area of effect use the location you shot
as the point of origin, matching the direction you are facing
when you cast it.
Additionally, spells that have a shorter range than your
Spell Bow have their range increased. Spells that require a
ranged spell attack can use your Spell Bow's full range,
following normal rules for disadvantage at long range. Spells
that don't require a ranged attack can be fired at whatever
your Spell Bow's range is without disadvantage. Spells that
have a range further than your Spell Bow remain unchanged
Quick Shot
At 7th level, your expertise with your Spell Bow allows you to
fire spells and ammo more quickly. When you take the attack
action, you may replace one of your attacks with a spell cast
through your Spell Bow.
Friendly Fire Fix
At 7th level, you learn how to protect innocents with your
barrage of attacks. When you cast a spell through your Spell
Bow that requires creatures to make a saving throw, you can
select a number of them equal to 1 + your Wisdom modifier
(minimum of 2) that automatically succeed.
Additionally, when you cast a spell through you Spell Bow
that has an area of effect, you can control the direction the
spell's area affects, rather than having it be the direction you
cast the spell in.
Infiltration
At 11th level, you have learned the art of getting into places
you aren't supposed to be in. As an action, you may channel
conjuration magic into your Spell Bow and shoot it at a
location you can see within your Spell Bow's range that
doesn't have disadvantage. When you do, you teleport to the
location. Immediately after you teleport you can use your
bonus action to Dash, Disengage, or Hide.
Regicide
At 15th level, you have become proficient in assassinating
those in power. When you make an attack or cast a spell with
your Spell Bow, you can choose one creature that takes
damage. That creature takes the maximum damage from the
attack or spell. This damage ignores resistances, but not
immunities. Once you use th
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